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Lv1.梦旅人 綾川司の姫様< 
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        - 在线时间
 - 796 小时
 
        - 注册时间
 - 2007-12-20
 
        - 帖子
 - 4520
 
 
   
 
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- # ————————————————————————————————————
 
 - # 本脚本来自www.66rpg.com,转载请保留此信息
 
 - # ————————————————————————————————————
 
 - #——说明
 
 - #默认为一个字一个字的方式,如果需要一次全部显示,
 
 - #请在游戏中使用脚本:$game_system.typing = true
 
 - # 其他在对话中可以使用的功能:
 
  
- # \n[1]:显示1号角色的姓名
 
 - # \name[李逍遥]:显示一个“李逍遥”方框,表示说话人姓名
 
 - # \name[\n[1]]:显示1号主角的姓名方框
 
 - # \p[1]:对话框出现在1号事件的上方
 
 - # \p[0]:主人公上方出现对话框
 
 - #——————————————————使用\p功能后可以自动调整对话框大小
 
 - # \>   :文字不用打字方式
 
 - # \<   :文字使用打字方式
 
 - # \\:显示"\"这个符号
 
 - # \c[1-8]:更改颜色
 
 - # \g:显示金钱窗口
 
 - # \t: 显示游戏时间窗口
 
 - # \v[7]:显示7号变量的值
 
 - # \v[a7]:显示7号防具的名称
 
 - # \v[s7]:显示7号特技的名称
 
 - # \v[w7]:显示7号武器的名称
 
 - # \v[i7]:显示7号道具的名称
 
 - # \I   :下一行从这个位置开始
 
 - # \o[123]:文字透明度改为123,模拟将死之人(汗)
 
 - # \h[12]:改用12号字
 
 - # \b[50]:空50象素
 
 - # \L[001]:在左边显示图片“Graphics/battlers/66rpg_001_h.png”
 
 - # \R[001]:在右边显示图片“Graphics/battlers/66rpg_001_h.png”
 
 - # \Lk:清除左边的图像
 
 - # \Rk:清除右边的图像
 
 - # \A:头像及姓名框靠左排列
 
 - # \a:头像及姓名框靠右排列
 
 - # \M[60]:等待60帧文字直接消失
 
 - # \MS[1-8]:更改文字背景颜色
 
 - # \ME:恢复文字背景颜色
 
 - #颜色自定义设定范围0-255
 
 - #使用方法:在文章前输入如下脚本定义颜色
 
 - #          $color0 = 数值
 
 - #          $color1 = 数值
 
 - #          $color2 = 数值
 
 - #\name参数的颜色自定义设定范围0-255
 
 - #使用方法:在文章前输入如下脚本定义颜色
 
 - #          $ncolor0 = 数值
 
 - #          $ncolor1 = 数值
 
 - #          $ncolor2 = 数值
 
 - # \!   :等待玩家按回车再继续
 
 - #$speed :文字的打字速度设置用的,数字越大速度越慢。
 
  
- #============================
 
 - class Game_System
 
 - attr_accessor :typing
 
 - alias carol3_ini initialize
 
 - def initialize
 
 -  carol3_ini
 
 -  @typing = true
 
 - end
 
 - end
 
 - #=================================#==============================================================================
 
 - # ■ Window_Message
 
 - #------------------------------------------------------------------------------
 
 - class Window_Message < Window_Selectable
 
 -   #颜色自定义用的全局变量定义
 
 -   $color0 = 255
 
 -   $color1 = 255
 
 -   $color2 = 255
 
 -   #颜色自定义用的全局变量定义
 
 -   
 
 -   #说话速度设置用的全局变量
 
 -   
 
 -   $speed = 1
 
 -   
 
 - #--------------------------------------------------------------------------
 
 - # ● 初始化状态
 
 - #--------------------------------------------------------------------------
 
 - def initialize
 
 -   super(80, 304, 480, 160)
 
 -   self.contents = Bitmap.new(width - 32, height - 32)
 
 -   self.visible = false
 
 -   self.z = 9998
 
 -   @fade_in = false
 
 -   @fade_out = false
 
 -   @contents_showing = false
 
 -   @cursor_width = 0
 
 - # Start
 
 -   @bflag = false
 
 - # End
 
 -   @autoclosetime = -1
 
 -   self.active = false
 
 -   self.index = -1
 
 -   @opacity_text_buf = Bitmap.new(32, 32)
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● 释放
 
 - #--------------------------------------------------------------------------
 
 - def dispose
 
 -   terminate_message
 
 -   $game_temp.message_window_showing = false
 
 -   if @input_number_window != nil
 
 -     @input_number_window.dispose
 
 -   end
 
 -   super
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● 处理信息结束
 
 - #--------------------------------------------------------------------------
 
 - def terminate_message
 
 -   self.active = false
 
 -   self.pause = false
 
 -   self.index = -1
 
 -   self.contents.clear
 
 -   # 清除显示中标志
 
 -   @contents_showing = false
 
 -   # 呼叫信息调用
 
 -   if $game_temp.message_proc != nil
 
 -     $game_temp.message_proc.call
 
 -   end
 
 -   # 清除文章、选择项、输入数值的相关变量
 
 -   $game_temp.message_text = nil
 
 -   $game_temp.message_proc = nil
 
 -   $game_temp.choice_start = 99
 
 -   $game_temp.choice_max = 0
 
 -   $game_temp.choice_cancel_type = 0
 
 -   $game_temp.choice_proc = nil
 
 -   $game_temp.num_input_start = 99
 
 -   $game_temp.num_input_variable_id = 0
 
 -   $game_temp.num_input_digits_max = 0
 
 -   # 开放金钱窗口
 
 -   if @gold_window != nil
 
 -     @gold_window.dispose
 
 -     @gold_window = nil
 
 -   end
 
 - #Start
 
 -   # ピクチャ廃棄処理
 
 -   begin
 
 - #      if @spgra.disposed? == false
 
 -       @spgra.dispose
 
 - #      end
 
 - #      if @backgraphic.disposed? == false
 
 -       @backgraphic.dispose
 
 - #      end
 
 -   rescue
 
 - #      print "ピクチャが読み込めていません!"
 
 -   end
 
 - #End
 
 -   # 开放时间窗口
 
 -   if @playtime_window != nil
 
 -     @playtime_window.dispose
 
 -     @playtime_window = nil
 
 -   end
 
 -   if @name_window_frame != nil
 
 -     @name_window_frame.dispose
 
 -     @name_window_frame = nil
 
 -   end
 
 -   if @name_window_text != nil
 
 -     @name_window_text.dispose
 
 -     @name_window_text = nil
 
 -   end
 
 -   if @right_picture != nil and @right_keep == true
 
 -     @right_picture.dispose
 
 -   end    
 
 -   if @left_picture != nil and @left_keep == true
 
 -     @left_picture.dispose
 
 -   end
 
 -   @face_bitmap = nil
 
 - end
 
 - def refresh
 
 -   # 初期化
 
 -   self.contents.clear
 
 -   self.contents.font.color = normal_color
 
 -   self.contents.font.size = Font.default_size
 
 -   @x = @y = @max_x = @max_y = @indent = @lines = 0
 
 -   @left_keep = @right_keep = false
 
 -   @face_indent = 0
 
 -   @opacity = 255
 
 -   @cursor_width = 0
 
 -   @autoclosetime = -1
 
 -   @write_speed = $speed
 
 -   @write_wait = 0
 
 -   @mid_stop = false
 
 -   face = nil
 
 -   @popchar = -2
 
 -   @alignment = true
 
 -   if $game_temp.choice_start == 0
 
 -     @x = 8
 
 -   end
 
 -   if $game_temp.message_text != nil
 
 -     @now_text = $game_temp.message_text
 
 -     #——对齐设置
 
 -     if (/\\([Aa])/.match(@now_text))!=nil then
 
 -       if $1 == "A"
 
 -         @alignment = true
 
 -       else
 
 -         @alignment = false
 
 -       end
 
 -       @now_text.gsub!(/\\([Aa])/) { "" }
 
 -     end
 
 -     #——头像设置
 
 -      if (/\\([Ff])\[(.+?)\]/.match(@now_text))!=nil then
 
 -        @face = $2 + ".png"
 
 -        if $1 == "f" and $game_actors[$2.to_i] != nil
 
 -          @face = $game_actors[$2.to_i].battler_name + "_f.png"
 
 -        end
 
 -        if FileTest.exist?("Graphics/Heads/#{@face}")
 
 -          @face_bitmap = Bitmap.new("Graphics/Heads/#{@face}")
 
 -          if @alignment
 
 -            @x = @face_indent = 128
 
 -            self.contents.blt(16, 16, @face_bitmap, Rect.new(0, 0, 96, 96))
 
 -          else
 
 -            self.contents.blt(self.contents.width - 112, 16, @face_bitmap,
 
 -              Rect.new(0, 0, 96, 96))
 
 -          end
 
 -        else
 
 -          @face = nil
 
 -          @face_bitmap = nil
 
 -        end
 
 -        @now_text.gsub!(/\\([Ff])\[(.*?)\]/) { "" }
 
 -      end
 
 -     #——左半身像设置
 
 -     if (/\\[Ll]\[(.+?)\]/.match(@now_text))!=nil then
 
 -       @face =  $1 + ".png"
 
 -       if $加密 == true
 
 -         if @left_picture != nil
 
 -           @left_picture.dispose
 
 -         end
 
 -         @left_picture = Sprite.new
 
 -         @left_picture.bitmap = Bitmap.new("Graphics/battlers/#{@face}")
 
 -         @left_picture.y = 480-@left_picture.bitmap.height
 
 -         @left_picture.x = 0
 
 -         @left_picture.mirror = true
 
 -         @now_text.gsub!(/\\[Ll]\[(.*?)\]/) { "" }
 
 -       else          
 
 -         if FileTest.exist?("Graphics/battlers/#{@face}")
 
 -           if @left_picture != nil
 
 -             @left_picture.dispose
 
 -           end
 
 -           @left_picture = Sprite.new
 
 -           @left_picture.bitmap = Bitmap.new("Graphics/battlers/#{@face}")
 
 -           @left_picture.y = 480-@left_picture.bitmap.height
 
 -           @left_picture.x = 0
 
 -           @left_picture.mirror = true
 
 -           @now_text.gsub!(/\\[Ll]\[(.*?)\]/) { "" }
 
 -         end
 
 -       end        
 
 -     end
 
 -     #——右半身像设置
 
 -     if (/\\[Rr]\[(.+?)\]/.match(@now_text))!=nil then
 
 -       @face =  $1 + "_b.png"
 
 -       if $加密 == true
 
 -         if @right_picture != nil
 
 -           @right_picture.dispose
 
 -         end
 
 -         @right_picture = Sprite.new
 
 -         @right_picture.bitmap = Bitmap.new("Graphics/battlers/#{@face}")
 
 -         @right_picture.y = 480-@right_picture.bitmap.height
 
 -         @right_picture.x = 640-@right_picture.bitmap.width
 
 -         @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "" }
 
 -       else
 
 -         if FileTest.exist?("Graphics/battlers/#{@face}")
 
 -           if @right_picture != nil
 
 -             @right_picture.dispose
 
 -           end
 
 -           @right_picture = Sprite.new
 
 -           @right_picture.bitmap = Bitmap.new("Graphics/battlers/#{@face}")
 
 -           @right_picture.y = 480-@right_picture.bitmap.height
 
 -           @right_picture.x = 640-@right_picture.bitmap.width
 
 -           @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "" }
 
 -         end
 
 -       end
 
 -     end
 
 -     if (/\\[Rr]k/.match(@now_text)) != nil
 
 -       @right_keep = true
 
 -       @now_text.sub!(/\\[Rr]k/) { "" }
 
 -     end
 
 -     if (/\\[Ll]k/.match(@now_text)) != nil
 
 -       @left_keep = true
 
 -       @now_text.sub!(/\\[Ll]k/) { "" }
 
 -     end
 
 -     # 替换人物姓名
 
 -     @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
 
 -       $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
 
 -     end
 
 -     # 显示人物姓名
 
 -     name_window_set = false
 
 -     if (/\\[Nn][Aa][Mm][Ee](.*?)\[(.+?)\]/.match(@now_text)) != nil
 
 -       name_window_set = true
 
 -       name_text = $2
 
 -       @now_text.sub!(/\\[Nn][Aa][Mm][Ee](.*?)\[(.*?)\]/) { "" }
 
 -     end
 
 -     # 文字位置的判定
 
 -     if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
 
 -       @popchar = $1.to_i
 
 -       if @popchar == -1
 
 -         @x = @indent = 48
 
 -         @y = 4
 
 -       end
 
 -       @now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
 
 -     end
 
 -     
 
 -     # 开始
 
 -     begin
 
 -       last_text = @now_text.clone
 
 -       @now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
 
 -     end until @now_text == last_text
 
 -   @now_text.gsub!(/\\\\/) { "\000" }
 
 -   @now_text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
 
 -   @now_text.gsub!(/\\[Gg]/) { "\002" }
 
 -   @now_text.gsub!(/\\[Tt]/) { "\004" }
 
 -   @now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) { "\050[#{$1}]" }
 
 -   @now_text.gsub!(/\\[Ii]/) { "\023" }
 
 -   @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
 
 -   @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
 
 -   @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
 
 -   @now_text.gsub!(/\\[Dd]\[([0-9]+)\]/) { "\027[#{$1}]" }
 
 -   @now_text.gsub!(/\\[!]/) { "\020" }
 
 -  @now_text.gsub!(/\\[>]/) { "\016" }
 
 -  @now_text.gsub!(/\\[<]/) { "\017" }
 
 -  
 
 - # Start
 
 - # ◎
 
 -     # "\\MS" を "\052" に、 "\\ME" を "\053" に変更
 
 -     @now_text.gsub!(/\\[Mm][Ss]\[([0-9]+)\]/) { "\052[#{$1}]" }
 
 -     @now_text.gsub!(/\\[Mm][Ee]/) { "\053" }
 
 - # ◎
 
 - # End
 
  
-   if @popchar >= 0
 
 -     @text_save = @now_text.clone
 
 -     @max_x = 0
 
 -     @max_y = 4
 
 -     for i in 0..3
 
 -       line = @now_text.split(/\n/)[3-i]
 
 -       @max_y -= 1 if line == nil and @max_y <= 4-i
 
 -       next if line == nil
 
 -       cx = contents.text_size(line).width
 
 -       @max_x = cx if cx > @max_x
 
 -     end
 
 -     self.width = @max_x + 48 + @face_indent
 
 -     self.height = (@max_y - 1) * 32 + 64
 
 -   else
 
 -     @max_x = self.width - 32 - @face_indent
 
 -   end
 
 -   reset_window
 
 -     if name_window_set
 
 -       off_x = 0
 
 -       off_y = -40
 
 -       space = 2
 
 -       w = self.contents.text_size(name_text).width + 26 + space
 
 -       x = @alignment ? self.x + off_x - space / 2 : self.x + off_x - space / 2 + self.width - w
 
 -       y = self.y + off_y - space / 2
 
 -       h = 40 + space
 
 -       @name_window_frame = Window_Frame.new(x, y, w, h)
 
 -       @name_window_frame.z = self.z + 1
 
 -       x = @alignment ? self.x + off_x - space / 2 + 4 : self.x + off_x - space / 2 + 4 + self.width - w
 
 -       y = self.y + off_y - space / 2
 
 -       @name_window_text = Air_Text.new(x+4, y+6, name_text)
 
 -       @name_window_text.z = self.z + 2
 
 -     end
 
 -   end
 
 -   reset_window
 
 -   if $game_temp.choice_max > 0
 
 -     @item_max = $game_temp.choice_max
 
 -     self.active = true
 
 -     self.index = 0
 
 -   end
 
 -   if $game_temp.num_input_variable_id > 0
 
 -     digits_max = $game_temp.num_input_digits_max
 
 -     number = $game_variables[$game_temp.num_input_variable_id]
 
 -     @input_number_window = Window_InputNumber.new(digits_max)
 
 -     @input_number_window.number = number
 
 -     @input_number_window.x = self.x + 8
 
 -     @input_number_window.y = self.y + $game_temp.num_input_start * 32
 
 -   end
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● 更新
 
 - #--------------------------------------------------------------------------
 
 - def update
 
 -   super
 
 -   
 
 -   
 
 -     #颜色自定义设定范围0-255
 
 -     self.contents.font.color = Color.new($color0, $color1, $color2)
 
 -     #颜色自定义设定范围0-255
 
 -     
 
 -     
 
 -     if @autoclosetime == 0
 
 -     @autoclosetime = -1
 
 -     terminate_message
 
 -  end
 
 -   if @autoclosetime >= 1
 
 -     @autoclosetime -= 1
 
 -   end
 
 -   if @fade_in
 
 -     self.contents_opacity += 24
 
 -     if @input_number_window != nil
 
 -       @input_number_window.contents_opacity += 24
 
 -     end
 
 -     if self.contents_opacity == 255
 
 -       @fade_in = false
 
 -     end
 
 -     return
 
 -   end
 
 -   @now_text = nil if @now_text == "" 
 
 -   
 
 -   if @now_text != nil and @mid_stop == false
 
 -     if @write_wait > 0
 
 -       @write_wait -= 1
 
 -       return
 
 -     end
 
 -     text_not_skip = $game_system.typing
 
 -     while true
 
 -       @max_x = @x if @max_x < @x
 
 -       @max_y = @y if @max_y < @y
 
 -       if (c = @now_text.slice!(/./m)) != nil
 
 -         if c == "\000"
 
 -           c = "\\"
 
 -         end
 
 -         if c == "\001"
 
 -           @now_text.sub!(/\[([0-9]+)\]/, "")
 
 -           color = $1.to_i
 
 -           if color >= 0 and color <= 7
 
 -             self.contents.font.color = text_color(color)
 
 -           end
 
 -           c = ""
 
 -         end
 
 -         if c == "\002"
 
 -           if @gold_window == nil and @popchar <= 0
 
 -             @gold_window = Window_Gold.new
 
 -             @gold_window.x = 560 - @gold_window.width
 
 -             if $game_temp.in_battle
 
 -               @gold_window.y = 192
 
 -             else
 
 -               @gold_window.y = self.y >= 128 ? 32 : 384
 
 -             end
 
 -             @gold_window.opacity = self.opacity
 
 -             @gold_window.back_opacity = self.back_opacity
 
 -           end
 
 -           c = ""
 
 -         end
 
 -       if c == "\004"
 
 -         if @playtime_window == nil and @popchar <=0 
 
 -           @playtime_window = Window_PlayTime.new
 
 -           @playtime_window.x = 80
 
 -           if $game_temp.in_battle
 
 -             @playtime_window.y = 192
 
 -           else
 
 -             @playtime_window.y = self.y >= 128 ? 32 : 384
 
 -           end
 
 -           @playtime_window.opacity = self.opacity
 
 -           @playtime_window.back_opacity = self.back_opacity
 
 -         end
 
 -       end
 
 -        if c == "\016"
 
 -          text_not_skip = false
 
 -          c = ""
 
 -        end
 
 -        if c == "\017"
 
 -          text_not_skip = true
 
 -          c = ""
 
 -        end
 
 -        if c == "\020"
 
 -          @mid_stop = true
 
 -          c = ""
 
 -        end        
 
 -         if c == "\023"
 
 -           @indent = @x
 
 -           c = ""
 
 -         end
 
 -         if c == "\024"
 
 -           @now_text.sub!(/\[([0-9]+)\]/, "")
 
 -           @opacity = $1.to_i
 
 -           c = ""
 
 -         end
 
 -         if c == "\025"
 
 -           @now_text.sub!(/\[([0-9]+)\]/, "")
 
 -           self.contents.font.size = [[$1.to_i, 6].max, 32].min
 
 -           c = ""
 
 -         end
 
 -         if c == "\026"
 
 -           @now_text.sub!(/\[([0-9]+)\]/, "")
 
 -           @x += $1.to_i
 
 -           c = ""
 
 -         end
 
 -       if c == "\027"
 
 -         @now_text.sub!(/\[([0-9]+)\]/, "")
 
 -         @x += $1.to_i * self.contents.font.size / 2
 
 -         next
 
 -       end
 
 -         if c == "\030"
 
 -           @now_text.sub!(/\[(.*?)\]/, "")
 
 -           self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
 
 -           @x += 24
 
 -           c = ""
 
 -         end
 
 -         if c == "\050"
 
 -         @now_text.sub!(/\[([0-9]+)\]/, "")
 
 -         @autoclosetime = $1.to_i
 
 -         next
 
 -       end
 
 - # Start
 
 - # ◎
 
 -       # \MSの場合
 
 -       if c == "\052"
 
 -         @now_text.sub!(/\[([0-9]+)\]/, "")
 
 -         bcolor = $1.to_i
 
 -         @bflag = true
 
 -       end
 
 -       # \MEの場合
 
 -       if c == "\053"
 
 -         @bflag = false
 
 -         bcolor = 0
 
 -       end
 
 - # ◎
 
 - # End
 
 - # Start
 
 - # ◎
 
 -       if @bflag == true
 
 -         if bcolor >= 0 and bcolor <= 7
 
 -           bsize = self.contents.text_size(c).width
 
 -           self.contents.fill_rect(4 + @x, 32 * @y, bsize, 32, text_color(bcolor))
 
 -         end
 
 -       end
 
 - # ◎
 
 - # End
 
 -         if c == "\n"
 
 -           if @lines >= $game_temp.choice_start
 
 -             @cursor_width = [@cursor_width, @max_x - @face_indent].max
 
 -           end
 
 -           @lines += 1
 
 -           @y += 1
 
 -           @x = 0 + @indent + @face_indent
 
 -           if @lines >= $game_temp.choice_start
 
 -             @x = 8 + @indent + @face_indent
 
 -           end
 
 -           c = ""
 
 -         end
 
 -         if c != ""
 
 -           # 文字描画
 
 -           @x += opacity_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), c, @opacity)
 
 -         end
 
 -         if Input.press?(Input::B)
 
 -           text_not_skip = false
 
 -         end
 
 -       else
 
 -         text_not_skip = true
 
 -         break
 
 -       end
 
 -       # 終了判定
 
 -       if text_not_skip
 
 -         break
 
 -       end
 
 -     end
 
 -     @write_wait += @write_speed
 
 -     return
 
 -   end
 
 -   if @input_number_window != nil
 
 -     @input_number_window.update
 
 -     # 決定
 
 -     if Input.trigger?(Input::C)
 
 -       $game_system.se_play($data_system.decision_se)
 
 -       $game_variables[$game_temp.num_input_variable_id] =
 
 -       @input_number_window.number
 
 -       $game_map.need_refresh = true
 
 -       @input_number_window.dispose
 
 -       @input_number_window = nil
 
 -       terminate_message
 
 -     end
 
 -     return
 
 -   end
 
 -   if @contents_showing
 
 -     if $game_temp.choice_max == 0
 
 -       self.pause = true
 
 -     end
 
 -     # 取消
 
 -     if Input.trigger?(Input::B)
 
 -       if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
 
 -         $game_system.se_play($data_system.cancel_se)
 
 -         $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
 
 -         terminate_message
 
 -       end
 
 -     end
 
 -     # 決定
 
 -     if Input.trigger?(Input::C)
 
 -       if $game_temp.choice_max > 0
 
 -         $game_system.se_play($data_system.decision_se)
 
 -         $game_temp.choice_proc.call(self.index)
 
 -       end
 
 -       if @mid_stop
 
 -         @mid_stop = false
 
 -         return
 
 -       else
 
 -         terminate_message
 
 -       end
 
 -     end
 
 -     return
 
 -   end
 
 -   if @fade_out == false and $game_temp.message_text != nil
 
 -     @contents_showing = true
 
 -     $game_temp.message_window_showing = true
 
 -     refresh
 
 -     Graphics.frame_reset
 
 -     self.visible = true
 
 -     self.contents_opacity = 0
 
 -   if @input_number_window != nil
 
 -     @input_number_window.contents_opacity = 0
 
 -   end
 
 -     @fade_in = true
 
 -     return
 
 -   end
 
 -   if self.visible
 
 -     @fade_out = true
 
 -     self.opacity -= 48
 
 -     if self.opacity == 0
 
 -       self.visible = false
 
 -       @fade_out = false
 
 -       $game_temp.message_window_showing = false
 
 -     end
 
 -     return
 
 -   end
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● 获得字符
 
 - #--------------------------------------------------------------------------
 
 - def get_character(parameter)
 
 -   case parameter
 
 -   when 0 
 
 -     return $game_player
 
 -   else 
 
 -     events = $game_map.events
 
 -     return events == nil ? nil : events[parameter]
 
 -   end
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● ウィンドウの位置と不透明度の設定
 
 - #--------------------------------------------------------------------------
 
 - def reset_window
 
 -   # 判定
 
 -   if @popchar >= 0
 
 -     events = $game_map.events
 
 -     if events != nil
 
 -       character = get_character(@popchar)
 
 -       x = [[character.screen_x - 0 - self.width / 2, 4].max, 636 - self.width].min
 
 -       y = [[character.screen_y - 48 - self.height, 4].max, 476 - self.height].min
 
 -       self.x = x
 
 -       self.y = y
 
 -     end
 
 -   elsif @popchar == -1
 
 -     self.x = -4
 
 -     self.y = -4
 
 -     self.width = 648
 
 -     self.height = 488
 
 -   else
 
 -     if $game_temp.in_battle
 
 -        self.y = 48
 
 -     else
 
 -       case $game_system.message_position
 
 -       when 0 # 上
 
 -         self.y = 16
 
 -       when 1 # 中
 
 -         self.y = 160
 
 -       when 2 # 下
 
 -         self.y = 304
 
 -       end
 
 -       self.x = 80
 
 -        if @face_bitmap == nil
 
 -          self.width = 480
 
 -        else
 
 -          self.width = 600
 
 -          self.x -= 60
 
 -        end
 
 -        self.height = 160
 
 -      end
 
 -    end
 
 -   self.contents = Bitmap.new(self.width - 32, self.height - 32)
 
 -    if @face_bitmap != nil
 
 -      if @alignment
 
 -        self.contents.blt(16, 16, @face_bitmap, Rect.new(0, 0, 96, 96))
 
 -      else
 
 -        self.contents.blt(self.contents.width - 112, 16, @face_bitmap, 
 
 -          Rect.new(0, 0, 96, 96))
 
 -      end
 
 -    end
 
 -    if @popchar == -1
 
 -     self.opacity = 255
 
 -     self.back_opacity = 0
 
 -   elsif $game_system.message_frame == 0
 
 -     self.opacity = 255
 
 -     self.back_opacity = 100
 
 -   else
 
 -     self.opacity = 0
 
 -     self.back_opacity = 100
 
 -   end
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● line_height
 
 - #--------------------------------------------------------------------------
 
 - # 返回値:行高
 
 - #--------------------------------------------------------------------------
 
 - def line_height
 
 -   return 32
 
 -   if self.contents.font.size >= 20 and self.contents.font.size <= 24
 
 -     return 32
 
 -   else
 
 -     return self.contents.font.size * 15 / 10
 
 -   end
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● \V 变换
 
 - #--------------------------------------------------------------------------
 
 - def convart_value(option, index)
 
 -   option == nil ? option = "" : nil
 
 -   option.downcase!
 
 -   case option
 
 -     when "i"
 
 -       unless $data_items[index].name == nil
 
 -         r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
 
 -       end
 
 -     when "w"
 
 -       unless $data_weapons[index].name == nil
 
 -         r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
 
 -       end
 
 -     when "a"
 
 -       unless $data_armors[index].name == nil
 
 -         r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
 
 -       end
 
 -     when "s"
 
 -       unless $data_skills[index].name == nil
 
 -         r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
 
 -       end
 
 -     else
 
 -     r = $game_variables[index]
 
 -   end
 
 -   r == nil ? r = "" : nil
 
 -   return r
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● 透過文字描画
 
 - #--------------------------------------------------------------------------
 
 - # target :描画対象。Bitmapクラスを指定。
 
 - # x :x座標
 
 - # y :y座標
 
 - # str  :描画文字列
 
 - # opacity:透過率(0~255)
 
 - # 返回値 :文字幅(@x増加値)。
 
 - #--------------------------------------------------------------------------
 
 - def opacity_draw_text(target, x, y, str,opacity)
 
 -   height = target.font.size
 
 -   width = target.text_size(str).width
 
 -   opacity = [[opacity, 0].max, 255].min
 
 -   if opacity == 255
 
 -     target.draw_text(x, y, width, height, str)
 
 -     return width
 
 -   else
 
 -     if @opacity_text_buf.width < width or @opacity_text_buf.height < height
 
 -       @opacity_text_buf.dispose
 
 -       @opacity_text_buf = Bitmap.new(width, height)
 
 -     else
 
 -       @opacity_text_buf.clear
 
 -     end
 
 -     @opacity_text_buf.font.size = target.font.size
 
 -     @opacity_text_buf.draw_text(0, 0, width, height, str)
 
 -     target.blt(x, y, @opacity_text_buf, Rect.new(0, 0, width, height), opacity)
 
 -   return width
 
 -   end
 
 - end
 
 - def ruby_draw_text(target, x, y, str,opacity)
 
 -   sizeback = target.font.size
 
 -   target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
 
 -   rubysize = [rubysize, 6].max
 
 -   
 
 -   opacity = [[opacity, 0].max, 255].min
 
 -   split_s = str.split(/,/)
 
 -   
 
 -   split_s[0] == nil ? split_s[0] = "" : nil
 
 -   split_s[1] == nil ? split_s[1] = "" : nil
 
 -   
 
 -   height = sizeback + rubysize
 
 -   width = target.text_size(split_s[0]).width
 
 -   
 
 -   target.font.size = rubysize
 
 -   ruby_width = target.text_size(split_s[1]).width
 
 -   target.font.size = sizeback
 
 -   
 
 -   buf_width = [target.text_size(split_s[0]).width, ruby_width].max
 
 -   
 
 -   width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0
 
 -   
 
 -   if opacity == 255
 
 -     target.font.size = rubysize
 
 -     target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
 
 -     target.font.size = sizeback
 
 -     target.draw_text(x, y, width, target.font.size, split_s[0])
 
 -     return width
 
 -   else
 
 -     if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
 
 -       @opacity_text_buf.dispose
 
 -       @opacity_text_buf = Bitmap.new(buf_width, height)
 
 -     else
 
 -       @opacity_text_buf.clear
 
 -     end
 
 -     @opacity_text_buf.font.size = rubysize
 
 -     @opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
 
 -     @opacity_text_buf.font.size = sizeback
 
 -     @opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
 
 -     if sub_x >= 0
 
 -       target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
 
 -     else
 
 -       target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
 
 -     end
 
 -     return width
 
 -   end
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● 解放
 
 - #--------------------------------------------------------------------------
 
 - def dispose
 
 -   terminate_message
 
 -   if @gaiji_cache != nil
 
 -     unless @gaiji_cache.disposed?
 
 -       @gaiji_cache.dispose
 
 -     end
 
 -   end
 
 -   unless @opacity_text_buf.disposed?
 
 -     @opacity_text_buf.dispose
 
 -   end
 
 -   $game_temp.message_window_showing = false
 
 -   if @input_number_window != nil
 
 -     @input_number_window.dispose
 
 -   end
 
 -   super
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● 矩形更新
 
 - #--------------------------------------------------------------------------
 
 - def update_cursor_rect
 
 -   if @index >= 0
 
 -     n = $game_temp.choice_start + @index
 
 -     self.cursor_rect.set(4 + @indent + @face_indent, n * 32 + 4, @cursor_width, 32)
 
 -   else
 
 -     self.cursor_rect.empty
 
 -   end
 
 - end
 
 - end
 
 - #==============================================================================
 
 - # ■ Window_Frame (枠だけで中身の無いウィンドウ)
 
 - #==============================================================================
 
 - class Window_Frame < Window_Base
 
 - #--------------------------------------------------------------------------
 
 - # ● オブジェクト初期化
 
 - #--------------------------------------------------------------------------
 
 - def initialize(x, y, width, height)
 
 -   super(x, y, width, height)
 
 -   self.contents = nil
 
 -   self.back_opacity = 100
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● 解放
 
 - #--------------------------------------------------------------------------
 
 - def dispose
 
 -   super
 
 -   end
 
 - end
 
 - #==============================================================================
 
 - # ■ Air_Text (何も無いところに文字描写 = 枠の無い瞬間表示メッセージウィンドウ)
 
 - #==============================================================================
 
 - class Air_Text < Window_Base
 
  
 
-   #参数的颜色自定义设定范围0-255
 
 -   $ncolor0 = 255
 
 -   $ncolor1 = 255
 
 -   $ncolor2 = 255
 
 -   #参数的颜色自定义设定范围0-255
 
 -   
 
 - #--------------------------------------------------------------------------
 
 - # ● オブジェクト初期化
 
 - #--------------------------------------------------------------------------
 
 - def initialize(x, y, designate_text)
 
 -   super(x-16, y-16, 32 + designate_text.size * 12, 56)
 
 -   self.opacity = 0
 
 -   self.back_opacity = 0
 
 -   self.contents = Bitmap.new(self.width - 32, self.height - 32)
 
 -   w = self.contents.width
 
 -   h = self.contents.height
 
  
-   
 
 -     #颜色自定义设定范围0-255
 
 -     self.contents.font.color = Color.new($ncolor0, $ncolor1, $ncolor2)
 
 -     #颜色自定义设定范围0-255
 
  
-     
 
 -     
 
 - #    self.contents.font.color = text_color(color)
 
 -   self.contents.draw_text(0, 0, w, h, designate_text)
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● 解放
 
 - #--------------------------------------------------------------------------
 
 - def dispose
 
 -   self.contents.clear
 
 -   super
 
 - end
 
 - end
 
  
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